function AniAttachEqu0320_c10() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c10", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c10b() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c10b", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c11() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c11", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c12() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c12", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c13() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c13", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c14() {
  Engine.Run([1, 47], 65534, 1, "AniAttachEqu0320_c14", 0.0, 1.0);
  return null;
}
function AniAttachEqu0320_c15() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0320_c15", 0.0, 1.0);
  return null;
}
function AniAttachHeadphones() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0311", 0.0, 1.0);
  return null;
}
function AniBtlBluffHP33() {
  Engine.Run([0, 3], 65534, 0, "AniBtlBluffHP33Lip");
  btlcom.AniBtlBluffCommon(2);
  return null;
}
function AniBtlCounterAttack(arg0) {
  Engine.Run([6, 35], 65534, 0, 0, 0, 0, 0);
  btlcom.AniBtlCounterAttack();
  return null;
}
function AniBtlVoiceArts() {
  Engine.Run([6, 35], 65534, 0, 0, 0, 0, 0);
  return null;
}
function AniBtlVoiceAvoidSuccess() {
  Engine.Run([6, 35], 65534, 0, 0, 0, 0, 1665, 1666);
  return null;
}
function AniBtlVoiceBreak() {
  Engine.Run([6, 34], 65534, 1674, 1675);
  return null;
}
function AniBtlVoiceShardDrive5Aria() {
  Engine.Run([6, 34], 65534, 1729);
  return null;
}
function AniBtlVoiceShardDrive5Arts() {
  Engine.Run([6, 34], 65534, 1745);
  return null;
}
function AniCatWait() {
  Engine.Run([1, 47], 65534, 2, "AniEvWait1", 0.0);
  return null;
}
function AniCatWait2() {
  Engine.Run([1, 47], 65534, 2, "AniEvWait2", 0.0);
  return null;
}
function AniCatWait4() {
  Engine.Run([1, 47], 65534, 2, "AniEvWait4", 0.0);
  return null;
}
function AniDetachMegane() {
  Engine.Run([1, 47], 65534, 3, "AniDetachMegane", 0.0);
  return null;
}
function AniDogCollar() {
  Engine.Run([1, 47], 65534, 3, "AniAttachEqu0478_c00World", 0.0, 1.0);
  return null;
}
function AniEv03515() {
  Engine.Run([1, 47], 65534, 2, "AniEv03515", 0.0);
  return null;
}
function AniEv80013() {
  Engine.Run([1, 47], 65534, 2, "AniEv80013", 0.0, 1.0);
  return null;
}
function AniEv80014() {
  Engine.Run([1, 47], 65534, 2, "AniEv80014", 0.0, 1.0);
  return null;
}
function AniEv80015() {
  Engine.Run([1, 47], 65534, 2, "AniEv80015", 0.0, 1.0);
  return null;
}
function AniEv80016() {
  Engine.Run([1, 47], 65534, 2, "AniEv80016", 0.0, 1.0);
  return null;
}
function AniEv80020() {
  Engine.Run([1, 47], 65534, 2, "AniEv80020", 0.0, 1.0);
  return null;
}
function AniEv80055_dog() {
  Engine.Run([1, 47], 65534, 2, "AniEv80055", 0.0);
  return null;
}
function AniEv88000_2() {
  Engine.Run([1, 47], 65534, 2, "AniEv88000_2", 0.0);
  return null;
}
function AniEvRideBikeWait() {
  Engine.Run([1, 47], 65534, 2, "AniEvRideBikeWait", 0.0);
  return null;
}
function AniLadderDownEnd(arg0, arg1, arg2) {
  Engine.Run([6, 35], 65534, 0, 0, 0, 0, 1644, 1665, 1666);
  common.AniLadderDownEnd(arg2, arg1, arg0);
  return null;
}
function AniMobIdle() {
  Engine.Run([1, 47], 65534, 2, "AniMobIdle", 0.0);
  return null;
}
function AniSitOnKnee() {
  Engine.Run([1, 47], 65534, 2, "AniEv74500", 0.0);
  return null;
}
function AniVoiceChangeAssault() {
  Engine.Run([6, 34], 65534, 0);
  return null;
}
function AniWait() {
  Engine.Run([1, 47], 65534, 2, "AniWait", 0.0);
  return null;
}
function AniXerosWait() {
  Engine.Run([1, 47], 65534, 2, "AniWait", 0.0);
  return null;
}
function AnnounceVoice() {
  Engine.Run([0, 3], 65534, 0, "sound.PlayAnnounceVoiceTrionMall", -8.0, 11900);
  return null;
}
function AnnounceVoice3() {
  Engine.Run([0, 3], 65534, 0, "sound.PlayAnnounceVoiceAS", -7.0);
  return null;
}
function AnnounceVoiceTram() {
  Engine.Run([0, 3], 65534, 0, "sound.PlayAnnounceVoiceTram", 35, 0.0, 23000);
  return null;
}
function avoice_clear() {
  Engine.Run([20, 3]);
  return null;
}
function avoice_is_play(arg0) {
  return Engine.Run([20, 4], arg0);
}
function avoice_play(arg0, arg1) {
  return Engine.Run([20, 0], arg1, arg0);
}
function avoice_play_general(arg0, arg1) {
  return Engine.Run([20, 2], arg1, arg0);
}
function avoice_wait(arg0) {
  Engine.Run([20, 1], arg0);
  return null;
}
function BASKETBALL_START(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([27, 0], 6, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function begin_async(arg0) {
  Engine.Run([0, 16], arg0);
  return null;
}
function BLACKJACK_START(arg0, arg1) {
  Engine.Run([27, 0], 2, arg1, arg0);
  return null;
}
function btl_absorb(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([13, 56], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_absorb_wait(arg0) {
  Engine.Run([13, 57], arg0);
  return null;
}
function btl_action_gauge_set(arg0) {
  Engine.Run([13, 12], 1, 65533, arg0, 0);
  return null;
}
function btl_action_gauge_use(arg0) {
  Engine.Run([13, 12], 0, arg0, 0, 0);
  return null;
}
function btl_add_bltz_partner_candidate(arg0, arg1) {
  Engine.Run([13, 121], arg1, arg0);
  return null;
}
function btl_ai_algo(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) {
  Engine.Run([13, 38], arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_ai_skill(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15, arg16, arg17, arg18, arg19, arg20, arg21, arg22, arg23, arg24, arg25, arg26, arg27, arg28, arg29, arg30, arg31, arg32, arg33, arg34, arg35) {
  Engine.Run([13, 37], arg35, arg34, arg33, arg32, arg31, arg30, arg29, arg28, arg27, arg26, arg25, arg24, arg23, arg22, arg21, arg20, arg19, arg18, arg17, arg16, arg15, arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_ai_summon(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 39], arg3, arg2, arg1, arg0);
  return null;
}
function btl_arrange_chr(arg0, arg1, arg2, arg3, arg4, arg5) {
  return Engine.Run([13, 23], arg5, arg4, arg3, arg2, arg1, arg0);
}
function btl_arrange_chr_in_skill_space(arg0, arg1, arg2) {
  Engine.Run([13, 90], arg2, arg1, arg0);
  return null;
}
function btl_change_grendel(arg0, arg1, arg2) {
  Engine.Run([13, 66], arg2, arg1, arg0);
  return null;
}
function btl_change_sub_skill(arg0, arg1, arg2) {
  Engine.Run([13, 65], arg2, arg1, arg0);
  return null;
}
function btl_change_trance(arg0, arg1, arg2) {
  Engine.Run([13, 67], arg2, arg1, arg0);
  return null;
}
function btl_check_condition(arg0, arg1, arg2) {
  return Engine.Run([13, 60], arg2, arg1, arg0);
}
function btl_check_flag(arg0) {
  return Engine.Run([13, 98], arg0);
}
function btl_check_hit(arg0, arg1) {
  return Engine.Run([13, 15], arg1, arg0);
}
function btl_check_latest_battle_enemy(arg0) {
  return Engine.Run([13, 132], arg0);
}
function btl_check_link_support(arg0) {
  return Engine.Run([13, 87], arg0);
}
function btl_check_resist_condition(arg0, arg1, arg2) {
  return Engine.Run([13, 92], arg2, arg1, arg0);
}
function btl_check_resisted_condition(arg0, arg1) {
  return Engine.Run([13, 93], arg1, arg0);
}
function btl_chr_add_temp_skill(arg0, arg1) {
  Engine.Run([13, 74], arg1, arg0);
  return null;
}
function btl_chr_check_flag(arg0, arg1) {
  return Engine.Run([13, 82], arg1, arg0);
}
function btl_chr_check_status_param_flag(arg0, arg1) {
  return Engine.Run([13, 122], arg1, arg0);
}
function btl_chr_clone_status(arg0, arg1, arg2) {
  return Engine.Run([13, 104], arg2, arg1, arg0);
}
function btl_chr_create(arg0, arg1, arg2, arg3) {
  return Engine.Run([13, 42], arg3, 65535, arg2, arg1, arg0, 0);
}
function btl_chr_create_clone(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 42], arg2, arg3, "", "", arg1, arg0);
  return null;
}
function btl_chr_find_position_to_put(arg0, arg1, arg2, arg3, arg4, arg5) {
  return Engine.Run([13, 49], arg5, arg4, arg3, arg2, arg1, arg0);
}
function btl_chr_is_entry(arg0, arg1) {
  return Engine.Run([13, 124], arg1, arg0);
}
function btl_chr_is_hostile(arg0, arg1) {
  return Engine.Run([13, 77], arg1, arg0);
}
function btl_chr_is_need_weak_motion(arg0) {
  return Engine.Run([13, 78], arg0);
}
function btl_chr_keep_distance_from_target(arg0, arg1) {
  Engine.Run([13, 47], arg1, arg0);
  return null;
}
function btl_chr_keep_distance_from_wall(arg0, arg1, arg2) {
  Engine.Run([13, 48], arg2, arg1, arg0);
  return null;
}
function btl_chr_list_get_remain(arg0) {
  return Engine.Run([13, 72], arg0);
}
function btl_chr_list_init(arg0, arg1) {
  Engine.Run([13, 68], arg1, arg0);
  return null;
}
function btl_chr_list_next(arg0) {
  Engine.Run([13, 70], arg0);
  return null;
}
function btl_chr_list_reset(arg0) {
  Engine.Run([13, 69], arg0);
  return null;
}
function btl_chr_look_controller_set_enable(arg0, arg1) {
  Engine.Run([13, 106], arg1, arg0);
  return null;
}
function btl_chr_release(arg0) {
  Engine.Run([13, 43], arg0);
  return null;
}
function btl_chr_reset_flag(arg0, arg1) {
  return Engine.Run([13, 81], arg1, arg0);
}
function btl_chr_set_at_delay(arg0, arg1) {
  Engine.Run([13, 63], arg1, arg0);
  return null;
}
function btl_chr_set_flag(arg0, arg1) {
  return Engine.Run([13, 80], arg1, arg0);
}
function btl_chr_set_shard_skill(arg0, arg1, arg2, arg3) {
  return Engine.Run([13, 79], arg3, arg2, arg1, arg0);
}
function btl_chr_stand_safety_position(arg0, arg1) {
  Engine.Run([13, 50], arg1, arg0);
  return null;
}
function btl_clear_hp_stopper(arg0) {
  Engine.Run([13, 123], 2, arg0);
  return null;
}
function btl_copy_targets(arg0, arg1) {
  Engine.Run([13, 103], arg1, arg0);
  return null;
}
function btl_damage(arg0, arg1) {
  Engine.Run([13, 0], arg1, arg0);
  return null;
}
function btl_damage_anime(arg0, arg1) {
  Engine.Run([13, 1], arg1, arg0);
  return null;
}
function btl_damage_knockdown(arg0, arg1, arg2) {
  Engine.Run([13, 2], arg2, arg1, arg0);
  return null;
}
function btl_die(arg0, arg1) {
  Engine.Run([13, 40], arg1, arg0);
  return null;
}
function btl_effect_attach_skill_area(arg0, arg1) {
  return Engine.Run([13, 83], arg1, arg0);
}
function btl_effect_detach_skill_area(arg0) {
  return Engine.Run([13, 84], arg0);
}
function btl_escape(arg0) {
  Engine.Run([13, 41], arg0);
  return null;
}
function btl_exec_skill(arg0, arg1) {
  Engine.Run([13, 44], arg1, arg0);
  return null;
}
function btl_force_end(arg0) {
  Engine.Run([13, 107], arg0);
  return null;
}
function btl_get_at_icon_screen_effect_pos(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 117], arg3, arg2, arg1, arg0);
  return null;
}
function btl_get_chr_info(arg0, arg1) {
  return Engine.Run([13, 28], arg1, arg0);
}
function btl_get_fattack_hold_time(arg0) {
  return Engine.Run([13, 13], arg0);
}
function btl_get_remain_target(arg0) {
  return Engine.Run([13, 4], arg0);
}
function btl_get_slope_angle_to_chr(arg0, arg1) {
  return Engine.Run([13, 45], arg1, arg0);
}
function btl_get_sys_info(arg0) {
  return Engine.Run([13, 29], arg0);
}
function btl_give_at_bonus(arg0, arg1, arg2) {
  return Engine.Run([13, 126], arg2, arg1, arg0);
}
function btl_has_sub_skill(arg0, arg1) {
  return Engine.Run([13, 95], arg1, arg0);
}
function btl_is_battle(arg0) {
  return Engine.Run([13, 32], arg0);
}
function btl_is_enough_action_gauge(arg0) {
  return Engine.Run([13, 12], 10, arg0, 0, 0);
}
function btl_is_shard_skill_active(arg0, arg1) {
  return Engine.Run([13, 61], arg1, arg0);
}
function btl_is_target(arg0, arg1) {
  return Engine.Run([13, 6], arg1, arg0);
}
function btl_monster_create(arg0, arg1, arg2) {
  return Engine.Run([13, 17], arg2, arg1, arg0);
}
function btl_monster_dead_release() {
  Engine.Run([13, 20]);
  return null;
}
function btl_monster_release(arg0) {
  Engine.Run([13, 18], arg0);
  return null;
}
function btl_monster_reset(arg0, arg1, arg2) {
  Engine.Run([13, 19], arg2, arg1, arg0);
  return null;
}
function btl_monster_set_level(arg0, arg1) {
  Engine.Run([13, 21], arg1, arg0);
  return null;
}
function btl_move_skill_space() {
  Engine.Run([13, 51]);
  return null;
}
function btl_move_to_skill(arg0, arg1, arg2) {
  Engine.Run([13, 27], arg2, arg1, arg0);
  return null;
}
function btl_next_target(arg0) {
  Engine.Run([13, 5], arg0);
  return null;
}
function btl_play_voice(arg0, arg1) {
  Engine.Run([13, 85], arg1, arg0);
  return null;
}
function btl_register_hp_stopper(arg0, arg1, arg2) {
  Engine.Run([13, 123], 0, arg2, arg1, arg0);
  return null;
}
function btl_register_hp_stopper_ratio(arg0, arg1, arg2) {
  Engine.Run([13, 123], 1, arg2, arg1, arg0);
  return null;
}
function btl_reset_check_hit(arg0) {
  Engine.Run([13, 16], arg0);
  return null;
}
function btl_reset_condition(arg0, arg1) {
  Engine.Run([13, 59], arg1, arg0);
  return null;
}
function btl_reset_move_skill_space() {
  Engine.Run([13, 52]);
  return null;
}
function btl_restore_turn_snapshot(arg0, arg1) {
  Engine.Run([13, 120], arg1, arg0);
  return null;
}
function btl_result_wait_close() {
  Engine.Run([13, 89]);
  return null;
}
function btl_result_will_open() {
  return Engine.Run([13, 111]);
}
function btl_sboost_gauge_add_value(arg0) {
  Engine.Run([13, 31], 1, arg0);
  return null;
}
function btl_sboost_gauge_get_value() {
  return Engine.Run([13, 31], 2, 0);
}
function btl_sboost_gauge_set_value(arg0) {
  Engine.Run([13, 31], 0, arg0);
  return null;
}
function btl_sbreak(arg0) {
  Engine.Run([13, 105], arg0);
  return null;
}
function btl_scraft_space(arg0) {
  Engine.Run([13, 26], arg0);
  return null;
}
function btl_scraft_space_load(arg0) {
  return Engine.Run([13, 25], arg0);
}
function btl_set_at_icon_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 115], arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_at_icon_offset_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([13, 113], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_at_icon_offset_rot(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 114], arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_at_icon_specular(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([13, 116], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_camera_scale(arg0) {
  return Engine.Run([13, 125], arg0);
}
function btl_set_condition(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([13, 58], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_field_monster_omen_turn(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 55], arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_field_monster_specular(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([13, 54], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_flag(arg0) {
  return Engine.Run([13, 96], arg0);
}
function btl_set_map_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([13, 128], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_set_pre_pos(arg0) {
  Engine.Run([13, 35], arg0);
  return null;
}
function btl_set_pre_rot(arg0) {
  Engine.Run([13, 36], arg0);
  return null;
}
function btl_set_shard_effect_scale(arg0, arg1) {
  Engine.Run([13, 30], arg1, arg0);
  return null;
}
function btl_set_targets(arg0, arg1, arg2) {
  Engine.Run([13, 64], arg2, arg1, arg0);
  return null;
}
function btl_set_ui_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([13, 91], arg3, arg2, arg1, arg0);
  return null;
}
function btl_shard_attack_play_effect(arg0) {
  Engine.Run([13, 34], arg0, 0);
  return null;
}
function btl_shard_attack_wait_effect(arg0) {
  return Engine.Run([13, 34], arg0, 1);
}
function btl_show_rule_dialog(arg0, arg1) {
  Engine.Run([13, 131], arg1, arg0);
  return null;
}
function btl_show_shard_command_sign() {
  Engine.Run([13, 112]);
  return null;
}
function btl_show_shard_skill_name(arg0, arg1) {
  return Engine.Run([13, 127], arg1, arg0);
}
function btl_shuffle_at_icons(arg0) {
  Engine.Run([13, 118], arg0);
  return null;
}
function btl_skill_begin(arg0, arg1) {
  Engine.Run([13, 10], arg1, arg0);
  return null;
}
function btl_skill_end(arg0, arg1) {
  Engine.Run([13, 11], arg1, arg0);
  return null;
}
function btl_skill_pre_end(arg0, arg1) {
  Engine.Run([13, 24], arg1, arg0);
  return null;
}
function btl_skip_is_running() {
  return Engine.Run([13, 101]);
}
function btl_skip_set_allow(arg0) {
  Engine.Run([13, 100], arg0);
  return null;
}
function btl_slip_damage(arg0, arg1) {
  Engine.Run([13, 110], arg1, arg0);
  return null;
}
function btl_slope_camera_to_chr(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([13, 46], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function btl_sort_target(arg0, arg1) {
  Engine.Run([13, 3], arg1, arg0, arg1, arg0);
  return null;
}
function btl_start(arg0, arg1, arg2) {
  Engine.Run([13, 22], arg2, arg1, arg0);
  return null;
}
function btl_unlock_enemy_note_flag(arg0) {
  Engine.Run([13, 94], arg0);
  return null;
}
function btl_wait_fattack_hold(arg0, arg1) {
  return Engine.Run([13, 14], arg1, arg0);
}
function btl_wait_monster_load(arg0) {
  Engine.Run([13, 129], arg0);
  return null;
}
function camera_add_fit_chara(arg0, arg1) {
  Engine.Run([2, 19], arg1, arg0);
  return null;
}
function camera_battle_neutral(arg0, arg1, arg2) {
  Engine.Run([2, 22], arg2, arg1, arg0);
  return null;
}
function camera_behind_chr(arg0, arg1, arg2, arg3, arg4) {
  return Engine.Run([2, 44], arg4, arg3, arg2, arg1, arg0);
}
function camera_distance(arg0, arg1, arg2, arg3) {
  Engine.Run([2, 3], arg3, arg2, arg1, arg0);
  return null;
}
function camera_distance2(arg0, arg1, arg2, arg3) {
  Engine.Run([2, 13], arg3, arg2, arg1, arg0);
  return null;
}
function camera_eye(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 1], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_eye_chr2(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([2, 31], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_far_plane_distance(arg0, arg1) {
  Engine.Run([2, 9], arg1, arg0);
  return null;
}
function camera_fit_charas(arg0, arg1, arg2, arg3) {
  Engine.Run([2, 20], arg3, arg2, arg1, arg0);
  return null;
}
function camera_follow_chr(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 32], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_follow_chr_offset(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 34], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_follow_chr_reset(arg0) {
  Engine.Run([2, 33], arg0);
  return null;
}
function camera_fov(arg0, arg1, arg2, arg3) {
  Engine.Run([2, 4], arg3, arg2, arg1, arg0);
  return null;
}
function camera_get_distance(arg0) {
  return Engine.Run([2, 42], arg0);
}
function camera_get_pitch(arg0) {
  return Engine.Run([2, 43], arg0);
}
function camera_keyframe_set(arg0) {
  Engine.Run([2, 39], arg0);
  return null;
}
function camera_keyframe_start(arg0) {
  Engine.Run([2, 40], arg0);
  return null;
}
function camera_lookat(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 0], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_lookat_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([2, 15], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_lookat_chr2(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([2, 16], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_lookat2(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 10], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_near_plane_distance(arg0, arg1) {
  Engine.Run([2, 8], arg1, arg0);
  return null;
}
function camera_pitch(arg0, arg1, arg2, arg3) {
  Engine.Run([2, 7], arg3, arg2, arg1, arg0);
  return null;
}
function camera_pop_status(arg0, arg1, arg2) {
  Engine.Run([2, 25], arg2, arg1, arg0);
  return null;
}
function camera_push_status() {
  Engine.Run([2, 24]);
  return null;
}
function camera_remove_fit_chara(arg0) {
  Engine.Run([2, 37], arg0);
  return null;
}
function camera_reset_fit_charas(arg0) {
  Engine.Run([2, 18], arg0);
  return null;
}
function camera_rotate(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 2], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_rotate_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([2, 17], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_rotate_safety_angle(arg0, arg1) {
  Engine.Run([2, 21], arg1, arg0);
  return null;
}
function camera_rotate2(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([2, 12], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_set_atari_enable(arg0) {
  Engine.Run([2, 38], arg0);
  return null;
}
function camera_set_calc_mode(arg0, arg1) {
  Engine.Run([2, 14], arg1, arg0);
  return null;
}
function camera_set_delay(arg0, arg1, arg2) {
  Engine.Run([2, 41], arg2, arg1, arg0);
  return null;
}
function camera_set_first_person_talk_mode(arg0, arg1, arg2) {
  Engine.Run([2, 27], arg2, arg1, arg0);
  return null;
}
function camera_set_lp_mode(arg0, arg1, arg2) {
  Engine.Run([2, 28], arg2, arg1, arg0);
  return null;
}
function camera_set_talk_mode(arg0, arg1, arg2) {
  Engine.Run([2, 26], arg2, arg1, arg0);
  return null;
}
function camera_stop(arg0) {
  Engine.Run([2, 6], arg0);
  return null;
}
function camera_update() {
  Engine.Run([2, 29]);
  return null;
}
function camera_vibrate(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([2, 23], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function camera_wait(arg0, arg1) {
  Engine.Run([2, 5], arg1, arg0);
  return null;
}
function chr_add_animeclip_table(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 32], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_add_foot_step(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 118], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_add_wind_field(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([1, 213], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_adjust_motion_speed_by_move_to_speed(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 163], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_allow_attack_lever(arg0, arg1) {
  Engine.Run([1, 101], arg1, arg0, 2);
  return null;
}
function chr_allow_attack_turn_rot(arg0, arg1) {
  Engine.Run([1, 101], arg1, arg0, 1);
  return null;
}
function chr_allow_controll(arg0, arg1) {
  Engine.Run([1, 101], arg1, arg0, 0);
  return null;
}
function chr_allow_next_attack(arg0, arg1) {
  Engine.Run([1, 102], arg1, arg0);
  return null;
}
function chr_allow_next_attack_input(arg0, arg1) {
  Engine.Run([1, 103], arg1, arg0);
  return null;
}
function chr_attach_bind_chr_animeclip(arg0, arg1, arg2) {
  Engine.Run([1, 76], arg2, arg1, arg0);
  return null;
}
function chr_attach_chr(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 140], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_clone_and_attach(arg0, arg1, arg2, arg3, arg4) {
  return Engine.Run([1, 207], arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_ik(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 62], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_load_model(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 72], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_load_replace_material(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 194], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_obj(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 74], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_play_animeclip(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 77], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_release_obj(arg0, arg1) {
  Engine.Run([1, 73], arg1, arg0);
  return null;
}
function chr_attach_release_replace_material(arg0, arg1, arg2) {
  Engine.Run([1, 195], arg2, arg1, arg0);
  return null;
}
function chr_attach_set_alpha(arg0, arg1, arg2, arg3, arg4) {
  return Engine.Run([1, 89], arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_set_animeclip_frame(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 81], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_set_animeclip_speed(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 84], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_set_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  return Engine.Run([1, 88], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_set_dynamic_bone_influence(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 198], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_set_offset(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) {
  return Engine.Run([1, 93], arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_set_replace_material_enable(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 196], arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_set_rim_power(arg0, arg1, arg2, arg3, arg4) {
  return Engine.Run([1, 91], arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_set_specular(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  return Engine.Run([1, 90], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_set_stealth(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 92], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_attach_to_map_obj(arg0, arg1, arg2, arg3, arg4, arg5) {
  return Engine.Run([1, 160], arg5, arg4, arg3, arg2, arg1, arg0);
}
function chr_attach_wait_animeclip(arg0, arg1, arg2) {
  Engine.Run([1, 79], arg2, arg1, arg0);
  return null;
}
function chr_change_skin(arg0, arg1, arg2) {
  Engine.Run([1, 158], arg2, arg1, arg0);
  return null;
}
function chr_check_asset_name(arg0, arg1) {
  return Engine.Run([1, 109], arg1, arg0);
}
function chr_check_flag(arg0, arg1) {
  return Engine.Run([1, 31], arg1, arg0);
}
function chr_check_hit_event_box(arg0, arg1) {
  return Engine.Run([1, 209], arg1, arg0, 0);
}
function chr_check_side_event_box(arg0, arg1, arg2) {
  return Engine.Run([1, 209], arg2, arg1, 1, arg0);
}
function chr_check_status_id(arg0, arg1) {
  return Engine.Run([1, 110], arg1, arg0);
}
function chr_clear_foot_step(arg0) {
  Engine.Run([1, 119], arg0);
  return null;
}
function chr_clear_wind_field(arg0, arg1) {
  Engine.Run([1, 221], arg1, arg0);
  return null;
}
function chr_clone_state(arg0, arg1, arg2) {
  Engine.Run([1, 225], arg2, arg1, arg0);
  return null;
}
function chr_create(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 28], arg3, arg2, arg1, arg0);
  return null;
}
function chr_create_clone(arg0, arg1, arg2) {
  Engine.Run([1, 112], arg2, arg1, arg0);
  return null;
}
function chr_create_dynamic_bone_collider_plane(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) {
  Engine.Run([1, 178], arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_create_joint_controller(arg0, arg1) {
  Engine.Run([1, 129], arg1, arg0);
  return null;
}
function chr_curve_add(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 18], arg3, arg2, arg1, arg0);
  return null;
}
function chr_curve_reset(arg0) {
  Engine.Run([1, 17], arg0);
  return null;
}
function chr_curve_to(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 19], arg3, arg2, arg1, arg0);
  return null;
}
function chr_curve_to_loop(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 19], arg3, arg2, arg1, arg0 | 4);
  return null;
}
function chr_delete_dynamic_bone_collider(arg0, arg1) {
  Engine.Run([1, 179], arg1, arg0);
  return null;
}
function chr_delete_joint_controller(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 130], arg3, arg2, arg1, arg0);
  return null;
}
function chr_detach_chr(arg0, arg1) {
  Engine.Run([1, 141], arg1, arg0);
  return null;
}
function chr_detach_ik(arg0, arg1) {
  Engine.Run([1, 63], arg1, arg0);
  return null;
}
function chr_detach_obj(arg0, arg1) {
  Engine.Run([1, 75], arg1, arg0);
  return null;
}
function chr_face(arg0, arg1) {
  Engine.Run([1, 94], arg1, arg0);
  return null;
}
function chr_free_move(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 70], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_free_move_base_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 71], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_get_ani_param(arg0, arg1, arg2) {
  return Engine.Run([1, 124], arg2, arg1, arg0);
}
function chr_get_animeclip_frame(arg0, arg1) {
  return Engine.Run([1, 40], arg1, arg0);
}
function chr_get_animeclip_frame_ratio(arg0, arg1) {
  return Engine.Run([1, 42], arg1, arg0);
}
function chr_get_animeclip_speed(arg0, arg1) {
  return Engine.Run([1, 148], arg1, arg0);
}
function chr_get_animeclip_time_length(arg0, arg1) {
  return Engine.Run([1, 176], arg1, arg0);
}
function chr_get_animeclip_weight(arg0, arg1) {
  return Engine.Run([1, 215], arg1, arg0);
}
function chr_get_distance(arg0, arg1) {
  return Engine.Run([1, 111], arg1, arg0);
}
function chr_get_joint_pos(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 145], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_get_joint_rot(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 186], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_get_jump_max_height_time_remain(arg0) {
  return Engine.Run([1, 117], arg0);
}
function chr_get_monitor_offscreen_id(arg0, arg1) {
  return Engine.Run([1, 218], arg1, arg0);
}
function chr_get_move_distance(arg0, arg1, arg2) {
  return Engine.Run([1, 188], arg2, arg1, arg0);
}
function chr_has_ani_function(arg0, arg1) {
  return Engine.Run([1, 150], arg1, arg0);
}
function chr_has_animeclip(arg0, arg1) {
  return Engine.Run([1, 193], arg1, arg0);
}
function CHR_HEAD_AROUND_L(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([0, 3], arg4, 0, "system.FC_look_dir_AroundL", arg3, arg2, arg1, arg0);
  return null;
}
function CHR_HEAD_AROUND_R(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([0, 3], arg4, 0, "system.FC_look_dir_AroundR", arg3, arg2, arg1, arg0);
  return null;
}
function CHR_HEAD_NO(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([0, 3], arg4, 0, "system.FC_Headno", arg3, arg2, arg1, arg0);
  return null;
}
function CHR_HEAD_YES(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([0, 3], arg4, 0, "system.FC_Headyes", arg3, arg2, arg1, arg0);
  return null;
}
function chr_info(arg0, arg1) {
  return Engine.Run([1, 30], arg1, arg0);
}
function chr_is_armed(arg0) {
  return Engine.Run([1, 159], arg0);
}
function chr_is_attach_asset(arg0, arg1, arg2) {
  return Engine.Run([1, 171], arg2, arg1, arg0);
}
function chr_is_exist(arg0) {
  return Engine.Run([1, 151], arg0);
}
function chr_is_node_exist(arg0, arg1) {
  return Engine.Run([1, 175], arg1, arg0);
}
function chr_is_npc_arrange(arg0) {
  return Engine.Run([1, 183], arg0);
}
function chr_is_other_chr_nearby(arg0, arg1, arg2) {
  return Engine.Run([1, 177], arg2, arg1, arg0);
}
function chr_is_play_animeclip(arg0, arg1, arg2) {
  return Engine.Run([1, 43], arg2, arg1, arg0);
}
function chr_jump_forward(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 116], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_jump_to(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 113], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_jump_to_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 115], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_jump_to2(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([1, 114], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_knockback(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 121], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_load_animeclip(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 33], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_load_animeclip_by_anifunc(arg0, arg1) {
  Engine.Run([1, 37], arg1, arg0, 1);
  return null;
}
function chr_load_animeclip_group(arg0, arg1) {
  Engine.Run([1, 35], arg1, arg0);
  return null;
}
function chr_load_replace_material(arg0, arg1, arg2) {
  Engine.Run([1, 172], arg2, arg1, arg0);
  return null;
}
function chr_lock_dynamic_bone(arg0, arg1, arg2) {
  Engine.Run([1, 204], arg2, arg1, arg0);
  return null;
}
function chr_look_camera(arg0, arg1, arg2) {
  Engine.Run([1, 66], arg2, arg1, arg0);
  return null;
}
function chr_look_chr(arg0, arg1, arg2) {
  Engine.Run([1, 5], arg2, arg1, arg0);
  return null;
}
function chr_look_dir(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 4], arg3, arg2, arg1, arg0);
  return null;
}
function chr_look_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 6], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_look_reset(arg0, arg1) {
  Engine.Run([1, 8], arg1, arg0);
  return null;
}
function chr_look_roll(arg0, arg1, arg2) {
  Engine.Run([1, 7], arg2, arg1, arg0);
  return null;
}
function chr_merge_ani_script(arg0, arg1) {
  Engine.Run([1, 146], arg1, arg0);
  return null;
}
function chr_move_forward(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 10], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_move_forward_accelerate(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 134], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_move_to(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 9], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_move_to_chr(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 67], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_move_to_chr_pos(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 68], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_move_to_path(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 136], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_node_bind_pose(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 224], arg3, arg2, arg1, arg0);
  return null;
}
function chr_notify_quick_arts_activate(arg0) {
  Engine.Run([1, 208], arg0);
  return null;
}
function chr_option_move_enable(arg0, arg1) {
  Engine.Run([1, 154], arg1, arg0);
  return null;
}
function chr_option_warp_default_pos(arg0) {
  Engine.Run([1, 155], arg0);
  return null;
}
function chr_pin_ik(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 61], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_play_animeclip(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 23], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_play_replace_material_animeclip(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 222], arg3, arg2, arg1, arg0);
  return null;
}
function chr_register_monitor_chr(arg0, arg1, arg2) {
  Engine.Run([1, 219], arg2, arg1, arg0);
  return null;
}
function chr_release(arg0) {
  Engine.Run([1, 29], arg0);
  return null;
}
function chr_release_animeclip(arg0, arg1) {
  Engine.Run([1, 34], arg1, arg0);
  return null;
}
function chr_release_animeclip_by_anifunc(arg0, arg1) {
  Engine.Run([1, 38], arg1, arg0, 1);
  return null;
}
function chr_release_animeclip_group(arg0, arg1) {
  Engine.Run([1, 36], arg1, arg0);
  return null;
}
function chr_release_replace_material(arg0, arg1) {
  Engine.Run([1, 173], arg1, arg0);
  return null;
}
function chr_replace_animeclip_table(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 192], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_replace_material(arg0, arg1) {
  Engine.Run([1, 142], arg1, arg0);
  return null;
}
function chr_reset_arm_ik_target_pos(arg0, arg1, arg2) {
  Engine.Run([1, 58], arg2, arg1, arg0);
  return null;
}
function chr_reset_bounding(arg0) {
  Engine.Run([1, 166], arg0);
  return null;
}
function chr_reset_collision_radius(arg0, arg1, arg2) {
  Engine.Run([1, 127], arg2, arg1, arg0);
  return null;
}
function chr_reset_constrain_move(arg0) {
  Engine.Run([1, 60], arg0);
  return null;
}
function chr_reset_dynamic_bone(arg0, arg1, arg2) {
  Engine.Run([1, 97], arg2, arg1, arg0);
  return null;
}
function chr_reset_flag(arg0, arg1) {
  Engine.Run([1, 3], arg1, arg0);
  return null;
}
function chr_reset_light_rot(arg0) {
  Engine.Run([1, 100], arg0);
  return null;
}
function chr_reset_monitor(arg0, arg1) {
  Engine.Run([1, 217], arg1, arg0);
  return null;
}
function chr_reset_option_move(arg0) {
  Engine.Run([1, 153], arg0);
  return null;
}
function chr_reset_option_move_flag(arg0, arg1) {
  Engine.Run([1, 157], arg1, arg0);
  return null;
}
function chr_set_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 21], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_blend_easing(arg0, arg1, arg2) {
  Engine.Run([1, 44], arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_blend_type(arg0, arg1, arg2) {
  Engine.Run([1, 45], arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_frame(arg0, arg1, arg2) {
  Engine.Run([1, 39], arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_frame_ratio(arg0, arg1, arg2) {
  Engine.Run([1, 41], arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_speed(arg0, arg1, arg2) {
  Engine.Run([1, 27], arg2, arg1, arg0);
  return null;
}
function chr_set_animeclip_weight(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 105], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_arm_ik_target_pos(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 57], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_bounding(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 165], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_check_function(arg0, arg1, arg2) {
  Engine.Run([1, 170], 1, arg2, arg1, arg0);
  return null;
}
function chr_set_collision_radius(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 126], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 20], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_disable_damage_time(arg0, arg1) {
  Engine.Run([1, 104], arg1, 0, arg0);
  return null;
}
function chr_set_disallow_avoid_time(arg0, arg1) {
  Engine.Run([1, 202], arg1, arg0);
  return null;
}
function chr_set_display_name(arg0, arg1) {
  Engine.Run([1, 120], arg1, arg0);
  return null;
}
function chr_set_driven_key_influence(arg0, arg1, arg2, arg3, arg4) {
  return Engine.Run([1, 210], arg4, arg3, arg2, arg1, arg0);
}
function chr_set_dynamic_bone_collider_enable(arg0, arg1, arg2) {
  Engine.Run([1, 96], arg2, arg1, arg0);
  return null;
}
function chr_set_dynamic_bone_influence(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 95], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_dynamic_bone_move_sensitivity(arg0, arg1) {
  Engine.Run([1, 98], arg1, arg0);
  return null;
}
function chr_set_flag(arg0, arg1) {
  Engine.Run([1, 2], arg1, arg0);
  return null;
}
function chr_set_ik_influence(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 56], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_joint_pos(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 131], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_joint_rot(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 132], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_joint_scl(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 133], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_joint_weight(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 197], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_light_rot(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 99], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_look_ik_angle_limit(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 205], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_look_ik_influence(arg0, arg1, arg2) {
  Engine.Run([1, 65], arg2, arg1, arg0);
  return null;
}
function chr_set_look_ik_interpolate_speed(arg0, arg1) {
  Engine.Run([1, 191], arg1, arg0);
  return null;
}
function chr_set_look_ik_node_lock(arg0, arg1, arg2) {
  Engine.Run([1, 64], arg2, arg1, arg0);
  return null;
}
function chr_set_monitor(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 216], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_monochro(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 214], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_move_easing(arg0, arg1, arg2) {
  Engine.Run([1, 13], arg2, arg1, arg0);
  return null;
}
function chr_set_move_end_turn(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 164], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_move_interrupt_callback(arg0, arg1, arg2) {
  Engine.Run([1, 189], arg2, arg1, arg0);
  return null;
}
function chr_set_move_roll_param(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 223], arg4, 0, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_move_sensor(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([1, 143], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_near_fade_distance(arg0, arg1, arg2) {
  Engine.Run([1, 201], arg2, arg1, arg0);
  return null;
}
function chr_set_node_visible(arg0, arg1, arg2) {
  Engine.Run([1, 169], arg2, arg1, arg0);
  return null;
}
function chr_set_option_move(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([1, 152], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_option_move_flag(arg0, arg1) {
  Engine.Run([1, 156], arg1, arg0);
  return null;
}
function chr_set_pointlight_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 54], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_pointlight_enable(arg0, arg1, arg2) {
  Engine.Run([1, 50], arg2, arg1, arg0);
  return null;
}
function chr_set_pointlight_intensity(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 52], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_pointlight_param(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12) {
  Engine.Run([1, 51], arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_pointlight_radius(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 55], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_pointlight_volume_intensity(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 53], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 0], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_replace_material_enable(arg0, arg1, arg2) {
  Engine.Run([1, 174], arg2, arg1, arg0);
  return null;
}
function chr_set_rim_power(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 106], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_rot(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 1], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_shadow_dir(arg0, arg1, arg2) {
  Engine.Run([1, 182], arg2, arg1, arg0);
  return null;
}
function chr_set_shadow_offset(arg0, arg1) {
  Engine.Run([1, 199], arg1, arg0);
  return null;
}
function chr_set_shop_function(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 170], 0, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_specular(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 22], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_speed(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 123], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_stand_type(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 144], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_stealth(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 107], arg3, arg2, arg1, arg0);
  return null;
}
function chr_set_super_armor_time(arg0, arg1) {
  Engine.Run([1, 104], arg1, 1, arg0);
  return null;
}
function chr_set_talk_distance(arg0, arg1) {
  Engine.Run([1, 125], arg1, arg0);
  return null;
}
function chr_set_talk_event(arg0, arg1) {
  Engine.Run([1, 108], arg1, arg0);
  return null;
}
function chr_set_wind_influence(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 162], arg3, arg2, arg1, arg0);
  return null;
}
function chr_setup_vehicle(arg0, arg1, arg2) {
  Engine.Run([1, 184], arg2, arg1, arg0);
  return null;
}
function chr_show_emotion(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([1, 137], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_start_constrain_move(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 59], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_start_eye_dart(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 190], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_status_add_arts(arg0, arg1) {
  Engine.Run([25, 6], arg1, arg0);
  return null;
}
function chr_status_add_connect_exp(arg0, arg1, arg2) {
  Engine.Run([25, 25], arg2, arg1, arg0);
  return null;
}
function chr_status_add_craft(arg0, arg1) {
  return Engine.Run([25, 2], arg1, arg0);
}
function chr_status_add_mvp_point(arg0, arg1) {
  Engine.Run([25, 28], arg1, arg0);
  return null;
}
function chr_status_check_arts(arg0, arg1) {
  return Engine.Run([25, 7], arg1, arg0);
}
function chr_status_check_artsdriver(arg0, arg1) {
  return Engine.Run([25, 19], arg1, arg0);
}
function chr_status_check_craft(arg0, arg1) {
  return Engine.Run([25, 4], arg1, arg0);
}
function chr_status_check_equip(arg0, arg1) {
  return Engine.Run([25, 10], arg1, arg0);
}
function chr_status_check_hollowcore(arg0, arg1) {
  return Engine.Run([25, 22], arg1, arg0);
}
function chr_status_check_quartz(arg0, arg1) {
  return Engine.Run([25, 13], arg1, arg0);
}
function chr_status_clear_craft(arg0) {
  Engine.Run([25, 1], arg0);
  return null;
}
function chr_status_full_craft(arg0) {
  Engine.Run([25, 3], arg0);
  return null;
}
function chr_status_get(arg0, arg1) {
  return Engine.Run([25, 31], arg1, arg0);
}
function chr_status_get_craft_level(arg0, arg1) {
  return Engine.Run([25, 30], arg1, arg0);
}
function chr_status_get_mvp_point(arg0) {
  return Engine.Run([25, 32], arg0);
}
function chr_status_remove_craft(arg0, arg1) {
  Engine.Run([25, 33], arg1, arg0);
  return null;
}
function chr_status_reset_artsdriver(arg0) {
  Engine.Run([25, 18], arg0);
  return null;
}
function chr_status_reset_equip(arg0, arg1) {
  Engine.Run([25, 9], arg1, arg0);
  return null;
}
function chr_status_reset_hollowcore(arg0) {
  Engine.Run([25, 21], arg0);
  return null;
}
function chr_status_reset_quartz(arg0, arg1) {
  Engine.Run([25, 12], arg1, arg0);
  return null;
}
function chr_status_set(arg0, arg1, arg2) {
  Engine.Run([25, 0], arg2, arg1, arg0);
  return null;
}
function chr_status_set_artsdriver(arg0, arg1, arg2) {
  Engine.Run([25, 17], arg2, arg1, arg0);
  return null;
}
function chr_status_set_connect_exp(arg0, arg1) {
  Engine.Run([25, 26], arg1, arg0);
  return null;
}
function chr_status_set_craft_level(arg0, arg1, arg2) {
  Engine.Run([25, 29], arg2, arg1, arg0);
  return null;
}
function chr_status_set_equip(arg0, arg1, arg2, arg3) {
  Engine.Run([25, 8], arg3, arg2, arg1, arg0);
  return null;
}
function chr_status_set_field_tactics(arg0, arg1) {
  Engine.Run([25, 23], arg1, arg0);
  return null;
}
function chr_status_set_hollowcore(arg0, arg1, arg2) {
  Engine.Run([25, 20], arg2, arg1, arg0);
  return null;
}
function chr_status_set_quartz(arg0, arg1, arg2, arg3) {
  Engine.Run([25, 11], arg3, arg2, arg1, arg0);
  return null;
}
function chr_status_set_quartz_slot_all_unlock(arg0) {
  Engine.Run([25, 16], arg0);
  return null;
}
function chr_status_set_quartz_slot_level(arg0, arg1, arg2, arg3) {
  Engine.Run([25, 14], arg3, arg2, arg1, arg0);
  return null;
}
function chr_status_set_quartz_slot_level_table(arg0, arg1) {
  Engine.Run([25, 15], arg1, arg0);
  return null;
}
function chr_status_set_sbreak_craft(arg0, arg1) {
  Engine.Run([25, 34], arg1, arg0);
  return null;
}
function chr_status_setup_grendel(arg0, arg1) {
  Engine.Run([25, 37], arg1, arg0);
  return null;
}
function chr_stop_animeclip(arg0, arg1, arg2) {
  Engine.Run([1, 24], arg2, arg1, arg0);
  return null;
}
function chr_stop_emotion(arg0) {
  Engine.Run([1, 139], arg0);
  return null;
}
function chr_stop_eye_dart(arg0) {
  Engine.Run([1, 190], arg0, 0, 0, 0, 0);
  return null;
}
function chr_stop_move(arg0, arg1) {
  Engine.Run([1, 12], arg1, arg0);
  return null;
}
function chr_stop_turn(arg0) {
  Engine.Run([1, 69], arg0);
  return null;
}
function chr_turn_to(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 14], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_turn_to_camera(arg0, arg1, arg2, arg3) {
  Engine.Run([1, 187], 0, arg3, arg2, arg1, arg0);
  return null;
}
function chr_turn_to_chr(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 15], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_turn_to_fit_chr(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([1, 147], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_turn_to_safety_angle(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([1, 187], 1, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_unregister_monitor_chr(arg0, arg1, arg2) {
  Engine.Run([1, 220], arg2, arg1, arg0);
  return null;
}
function chr_update(arg0) {
  Engine.Run([1, 128], arg0);
  return null;
}
function chr_vibrate(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([1, 122], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function chr_wait_animeclip(arg0, arg1) {
  Engine.Run([1, 25], arg1, arg0);
  return null;
}
function chr_wait_animeclip_frame(arg0, arg1, arg2) {
  Engine.Run([1, 26], arg2, arg1, arg0);
  return null;
}
function chr_wait_animeclip_frame_from_end(arg0, arg1, arg2) {
  Engine.Run([1, 212], arg2, arg1, arg0);
  return null;
}
function chr_wait_animeclip_loop(arg0, arg1) {
  Engine.Run([1, 46], arg1, arg0);
  return null;
}
function chr_wait_emotion(arg0) {
  Engine.Run([1, 138], arg0);
  return null;
}
function chr_wait_move(arg0) {
  Engine.Run([1, 11], arg0);
  return null;
}
function chr_wait_turn(arg0) {
  Engine.Run([1, 16], arg0);
  return null;
}
function chr_wait_turn_ratio(arg0, arg1) {
  Engine.Run([1, 135], arg1, arg0);
  return null;
}
function chr_warp_to_homing_pos(arg0, arg1, arg2, arg3) {
  return Engine.Run([1, 206], arg3, arg2, arg1, arg0);
}
function debug_aniflag_annotation(arg0, arg1) {
  Engine.Run([10, 14], arg1, arg0);
  return null;
}
function debug_close_wait_event_jump_menu(arg0, arg1, arg2) {
  return Engine.Run([10, 13], arg2, arg1, arg0);
}
function debug_event_jump_menu() {
  Engine.Run([10, 12]);
  return null;
}
function debug_menu_additem(arg0, arg1, arg2) {
  Engine.Run([10, 2], arg2, arg1, arg0);
  return null;
}
function debug_menu_close(arg0) {
  Engine.Run([10, 4], arg0);
  return null;
}
function debug_menu_create(arg0) {
  Engine.Run([10, 0], arg0);
  return null;
}
function debug_menu_open(arg0) {
  Engine.Run([10, 1], arg0);
  return null;
}
function debug_menu_pos(arg0, arg1, arg2) {
  Engine.Run([10, 5], arg2, arg1, arg0);
  return null;
}
function debug_menu_wait(arg0) {
  return Engine.Run([10, 3], arg0);
}
function debug_monster_select_menu(arg0) {
  Engine.Run([10, 11], arg0);
  return null;
}
function debug_pause() {
  Engine.Run([10, 7]);
  return null;
}
function debug_set_anifunc_annotation(arg0, arg1) {
  Engine.Run([10, 10], arg1, arg0);
  return null;
}
function debug_set_event_skip(arg0) {
  Engine.Run([10, 15], arg0);
  return null;
}
function debug_wait() {
  Engine.Run([10, 6]);
  return null;
}
function effect_adjust_pitch_by_breack_obj(arg0, arg1, arg2, arg3) {
  Engine.Run([14, 28], arg3, arg2, arg1, arg0);
  return null;
}
function effect_adjust_pitch_by_chr(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([14, 26], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_attach_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([14, 7], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_attach_equip(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14) {
  Engine.Run([14, 8], arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_attach_maya_scene_node(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([14, 9], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_detach(arg0, arg1) {
  Engine.Run([14, 27], arg1, arg0);
  return null;
}
function effect_get_alpha(arg0, arg1) {
  return Engine.Run([14, 32], arg1, arg0);
}
function effect_is_loaded(arg0, arg1) {
  return Engine.Run([14, 24], arg1, arg0);
}
function effect_is_play(arg0, arg1) {
  return Engine.Run([14, 23], arg1, arg0);
}
function effect_load(arg0, arg1, arg2, arg3) {
  Engine.Run([14, 0], arg3, arg2, arg1, arg0);
  return null;
}
function effect_load_chr_resident_effect(arg0) {
  Engine.Run([14, 34], arg0);
  return null;
}
function effect_load_screenmatch(arg0, arg1, arg2, arg3) {
  Engine.Run([14, 35], arg3, arg2, arg1, arg0);
  return null;
}
function effect_move_to_chr_homing(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14) {
  Engine.Run([14, 16], arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_move_to_chr_parabolic(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) {
  Engine.Run([14, 15], arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_move_to_chr_revolve_homing(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12) {
  Engine.Run([14, 17], arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_play(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([14, 2], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_play_fattack(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([14, 14], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_play_foot_step(arg0, arg1, arg2) {
  Engine.Run([14, 25], arg2, arg1, arg0);
  return null;
}
function effect_release(arg0, arg1, arg2) {
  Engine.Run([14, 1], arg2, arg1, arg0);
  return null;
}
function effect_request_highest_mip(arg0, arg1, arg2) {
  Engine.Run([14, 31], arg2, arg1, arg0);
  return null;
}
function effect_set_alpha(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([14, 20], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([14, 19], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_hsv(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([14, 22], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_specular(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([14, 21], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_speed(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([14, 30], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) {
  Engine.Run([14, 4], arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([14, 5], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform_chr_close_collision(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([14, 10], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform_chr_sphere(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15, arg16, arg17, arg18, arg19) {
  Engine.Run([14, 11], arg19, arg18, arg17, arg16, arg15, arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform_equip(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14) {
  Engine.Run([14, 6], arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_set_transform_map_obj(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([14, 33], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function effect_stop(arg0, arg1, arg2, arg3) {
  Engine.Run([14, 3], arg3, arg2, arg1, arg0);
  return null;
}
function effect_wait(arg0, arg1) {
  Engine.Run([14, 12], arg1, arg0);
  return null;
}
function end_async() {
  Engine.Run([0, 17]);
  return null;
}
function EV_door01_box0() {
  if (Global.door1_open == 0) {
    Global.door1_open = 1;
    Engine.Run([11, 20], "EV_door01", "door.AniDoorOpen1");
  }
  return null;
}
function EV_door01_close() {
  if (Global.door1_open == 1) {
    Global.door1_open = 0;
    Engine.Run([11, 20], "EV_door01", "door.AniDoorClose1");
  }
  return null;
}
function EV_door02_box0() {
  if (Global.door2_open == 0) {
    Global.door2_open = 1;
    Engine.Run([11, 20], "EV_door02", "door.AniDoorOpen1");
  }
  return null;
}
function EV_door02_close() {
  if (Global.door2_open == 1) {
    Global.door2_open = 0;
    Engine.Run([11, 20], "EV_door02", "door.AniDoorClose1");
  }
  return null;
}
function EV_door03_box0() {
  if (Global.door3_open == 0) {
    Global.door3_open = 1;
    Engine.Run([11, 20], "EV_door03", "door.AniDoorOpen1");
  }
  return null;
}
function EV_MG_HACKING_ACTIVITY_LV1_END() {
  system.OnEventEnd1();
  Engine.Run([27, 0], 5, 75, 1, 0, 1);
  system.OnEventEndMiniGameStart();
  return null;
}
function EV_MG_HACKING_ACTIVITY_LV2_END() {
  system.OnEventEnd1();
  Engine.Run([27, 0], 5, 76, 1, 0, 1);
  system.OnEventEndMiniGameStart();
  return null;
}
function event_begin(arg0, arg1) {
  Engine.Run([3, 0], arg1, arg0);
  return null;
}
function event_clear_talk_chr_flag_all() {
  Engine.Run([3, 34]);
  return null;
}
function event_cutscene_load(arg0) {
  Engine.Run([3, 13], arg0);
  return null;
}
function event_cutscene_play() {
  Engine.Run([3, 16]);
  return null;
}
function event_cutscene_release() {
  Engine.Run([3, 14]);
  return null;
}
function event_cutscene_setup() {
  Engine.Run([3, 15]);
  return null;
}
function event_cutscene_wait() {
  Engine.Run([3, 17]);
  return null;
}
function event_end(arg0) {
  Engine.Run([3, 1], arg0);
  return null;
}
function event_entry_chr(arg0, arg1, arg2) {
  Engine.Run([3, 29], arg2, arg1, arg0);
  return null;
}
function event_execute_talk(arg0, arg1) {
  Engine.Run([3, 44], arg1, arg0);
  return null;
}
function event_finalize(arg0) {
  Engine.Run([3, 20], arg0);
  return null;
}
function event_get_current_lookpoint_pos(arg0, arg1, arg2) {
  Engine.Run([3, 47], arg2, arg1, arg0);
  return null;
}
function event_get_id() {
  return Engine.Run([3, 39]);
}
function event_get_mode() {
  return Engine.Run([3, 25]);
}
function event_get_prev_talk_event_mode() {
  return Engine.Run([3, 41]);
}
function event_is_jump_event_end_map() {
  return Engine.Run([3, 43]);
}
function event_is_map_change() {
  return Engine.Run([3, 23]);
}
function event_is_seamless_end() {
  return Engine.Run([3, 51]);
}
function event_is_talk_entry(arg0) {
  return Engine.Run([3, 37], arg0);
}
function event_jump_event_end_map() {
  return Engine.Run([3, 42]);
}
function event_load_anime_clip() {
  Engine.Run([3, 30]);
  return null;
}
function event_maya_scene_attach_camera(arg0, arg1, arg2) {
  Engine.Run([3, 9], arg2, arg1, arg0);
  return null;
}
function event_maya_scene_attach_chr(arg0, arg1, arg2) {
  Engine.Run([3, 11], arg2, arg1, arg0);
  return null;
}
function event_maya_scene_detach_camera(arg0, arg1) {
  Engine.Run([3, 10], arg1, arg0);
  return null;
}
function event_maya_scene_detach_chr(arg0, arg1) {
  Engine.Run([3, 12], arg1, arg0);
  return null;
}
function event_maya_scene_load_animeclip(arg0, arg1, arg2) {
  Engine.Run([3, 2], arg2, arg1, arg0);
  return null;
}
function event_maya_scene_play_animeclip(arg0, arg1) {
  Engine.Run([3, 4], arg1, arg0);
  return null;
}
function event_maya_scene_release(arg0) {
  Engine.Run([3, 3], arg0);
  return null;
}
function event_maya_scene_set_animeclip_frame(arg0, arg1) {
  Engine.Run([3, 8], arg1, arg0);
  return null;
}
function event_maya_scene_set_animeclip_speed(arg0, arg1) {
  Engine.Run([3, 7], arg1, arg0);
  return null;
}
function event_maya_scene_set_camera(arg0, arg1) {
  Engine.Run([3, 19], arg1, arg0);
  return null;
}
function event_maya_scene_set_origin(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([3, 6], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function event_maya_scene_wait_animeclip(arg0) {
  Engine.Run([3, 5], arg0);
  return null;
}
function event_next() {
  Engine.Run([3, 21]);
  return null;
}
function event_party_charas_ready_to_talk(arg0, arg1) {
  Engine.Run([3, 36], arg1, arg0);
  return null;
}
function event_pre_end() {
  Engine.Run([3, 24]);
  return null;
}
function event_pre_next(arg0) {
  Engine.Run([3, 22], arg0);
  return null;
}
function event_reset_allskip() {
  Engine.Run([3, 27]);
  return null;
}
function event_reset_talk_chr_flag(arg0, arg1) {
  Engine.Run([3, 33], arg1, arg0);
  return null;
}
function event_set_no_del_chr(arg0) {
  Engine.Run([3, 28], arg0);
  return null;
}
function event_set_que(arg0, arg1) {
  Engine.Run([3, 40], arg1, arg0);
  return null;
}
function event_set_talk_entry_chr_flag(arg0) {
  Engine.Run([3, 35], arg0);
  return null;
}
function event_skip_enable() {
  Engine.Run([3, 26]);
  return null;
}
function event_update_markers() {
  Engine.Run([3, 38]);
  return null;
}
function event_wait_talk_entry_charas_load() {
  Engine.Run([3, 48]);
  return null;
}
function fade_in(arg0, arg1, arg2, arg3) {
  Engine.Run([4, 0], arg3, arg2, arg1, arg0);
  return null;
}
function fade_out(arg0, arg1, arg2, arg3) {
  Engine.Run([4, 0], arg3, arg2, arg1, arg0);
  return null;
}
function fade_wait(arg0) {
  Engine.Run([4, 1], arg0);
  return null;
}
function fade_wait_capture() {
  Engine.Run([4, 2]);
  return null;
}
function flag(arg0) {
  return Engine.Run([0, 0], arg0);
}
function free_radio() {
  Engine.Run([0, 3], 65534, 0, "sound.PlayRadio", 10, 8.0);
  return null;
}
function free_radio2() {
  Engine.Run([0, 3], 65534, 0, "sound.PlayRadio", 8, 8.0);
  return null;
}
function game_add_free_dungeon_area_mission(arg0) {
  Engine.Run([28, 43], arg0);
  return null;
}
function game_add_free_dungeon_floor_clear(arg0) {
  Engine.Run([28, 16], arg0);
  return null;
}
function game_add_tracking_callback(arg0, arg1, arg2) {
  Engine.Run([28, 22], arg2, arg1, arg0);
  return null;
}
function game_change_high_speed_mode_disable() {
  return Engine.Run([28, 32]);
}
function game_end_free_dungeon() {
  Engine.Run([28, 17]);
  return null;
}
function game_end_tracking() {
  Engine.Run([28, 10]);
  return null;
}
function game_free_dungeon_generate(arg0, arg1, arg2) {
  Engine.Run([28, 13], arg2, arg1, arg0);
  return null;
}
function game_free_dungeon_mes_set(arg0) {
  Engine.Run([28, 21], arg0);
  return null;
}
function game_get_camp_action() {
  return Engine.Run([28, 4]);
}
function game_get_fdungeon_back_pos(arg0, arg1) {
  Engine.Run([28, 36], arg1, arg0);
  return null;
}
function game_get_free_dungeon_avatar_chara(arg0) {
  return Engine.Run([28, 46], arg0);
}
function game_get_free_dungeon_entry_check(arg0, arg1) {
  return Engine.Run([28, 24], arg1, arg0);
}
function game_get_free_dungeon_env() {
  return Engine.Run([28, 31]);
}
function game_get_free_dungeon_factory_exdata(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([28, 49], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_is_change_assault() {
  return Engine.Run([28, 11]);
}
function game_is_fdungeon_rule_dialog() {
  return Engine.Run([28, 40]);
}
function game_is_free_dungeon_active() {
  return Engine.Run([28, 48]);
}
function game_is_shard_search() {
  return Engine.Run([28, 23]);
}
function game_is_zoc() {
  return Engine.Run([28, 38]);
}
function game_open_camp_menu(arg0, arg1) {
  Engine.Run([28, 3], arg1, arg0);
  return null;
}
function game_open_craft_build_menu() {
  Engine.Run([28, 19]);
  return null;
}
function game_open_free_dungeon_floor_reward(arg0) {
  Engine.Run([28, 26], arg0);
  return null;
}
function game_open_free_dungeon_menu(arg0, arg1) {
  Engine.Run([28, 6], arg1, arg0);
  return null;
}
function game_open_free_dungeon_reward(arg0) {
  Engine.Run([28, 12], arg0);
  return null;
}
function game_open_free_dungeon_rule_dialog() {
  Engine.Run([28, 14]);
  return null;
}
function game_open_party_select_menu() {
  Engine.Run([28, 18]);
  return null;
}
function game_reset_free_dungeon_clear_state() {
  Engine.Run([28, 41]);
  return null;
}
function game_return_to_title() {
  Engine.Run([28, 2]);
  return null;
}
function game_ride_vehicle(arg0, arg1) {
  Engine.Run([28, 20], arg1, arg0);
  return null;
}
function game_set_achieve(arg0, arg1) {
  Engine.Run([28, 1], arg1, arg0);
  return null;
}
function game_set_achieve_trophy_check_enable(arg0) {
  Engine.Run([28, 34], arg0);
  return null;
}
function game_set_fdungeon_back_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([28, 35], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_set_fdungeon_block_clear() {
  Engine.Run([28, 39]);
  return null;
}
function game_set_free_dungeon_area_mission(arg0, arg1, arg2, arg3) {
  Engine.Run([28, 44], arg3, arg2, arg1, arg0);
  return null;
}
function game_set_free_dungeon_avatar_chara(arg0, arg1) {
  Engine.Run([28, 45], arg1, arg0);
  return null;
}
function game_set_pause(arg0) {
  Engine.Run([28, 50], arg0);
  return null;
}
function game_set_shard_search_chr_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([28, 8], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_set_vehicle_arrange_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([28, 53], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_shard_search(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([28, 7], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_shard_search_end(arg0) {
  Engine.Run([28, 51], arg0);
  return null;
}
function game_start_tracking(arg0, arg1, arg2, arg3) {
  Engine.Run([28, 9], arg3, arg2, arg1, arg0);
  return null;
}
function game_start_zoc(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15, arg16, arg17, arg18, arg19, arg20, arg21, arg22) {
  Engine.Run([28, 37], arg22, arg21, arg20, arg19, arg18, arg17, arg16, arg15, arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function game_tracking_disable_caution(arg0) {
  Engine.Run([28, 52], arg0);
  return null;
}
function game_unlock_timely_words(arg0) {
  Engine.Run([28, 42], arg0);
  return null;
}
function game_update_achieve(arg0) {
  Engine.Run([28, 33], arg0);
  return null;
}
function game_update_free_dungeon_clear_state() {
  Engine.Run([28, 47]);
  return null;
}
function get_app_aspect_ratio() {
  return Engine.Run([0, 36]);
}
function get_deltatime(arg0) {
  return Engine.Run([0, 32], arg0);
}
function get_timer() {
  return Engine.Run([0, 31]);
}
function global_work(arg0) {
  return Engine.Run([0, 12], arg0);
}
function HACKING_START(arg0, arg1, arg2, arg3) {
  Engine.Run([27, 0], 5, arg3, arg2, arg1, arg0);
  return null;
}
function hide_now_loading() {
  Engine.Run([0, 34]);
  return null;
}
function is_execute(arg0, arg1, arg2) {
  return Engine.Run([0, 35], arg2, arg1, arg0);
}
function item_add(arg0, arg1, arg2) {
  Engine.Run([16, 0], arg2, arg1, arg0);
  return null;
}
function item_count_get(arg0) {
  return Engine.Run([16, 2], arg0);
}
function item_count_set(arg0, arg1) {
  Engine.Run([16, 3], arg1, arg0);
  return null;
}
function item_gold_add(arg0) {
  Engine.Run([16, 6], arg0);
  return null;
}
function item_gold_get() {
  return Engine.Run([16, 8]);
}
function item_gold_sub(arg0) {
  Engine.Run([16, 7], arg0);
  return null;
}
function item_is_used(arg0) {
  return Engine.Run([16, 27], arg0);
}
function item_medal_add(arg0) {
  Engine.Run([16, 4], arg0);
  return null;
}
function item_medal_sub(arg0) {
  Engine.Run([16, 5], arg0);
  return null;
}
function item_reset_buy(arg0) {
  Engine.Run([16, 21], arg0);
  return null;
}
function item_set_artsdriver_slot_level_table(arg0) {
  Engine.Run([16, 12], arg0);
  return null;
}
function item_set_hollow_core_level(arg0, arg1, arg2) {
  Engine.Run([16, 14], arg2, arg1, arg0);
  return null;
}
function item_set_used(arg0) {
  Engine.Run([16, 18], arg0);
  return null;
}
function item_stoken_get() {
  return Engine.Run([16, 25]);
}
function item_sub(arg0, arg1) {
  Engine.Run([16, 1], arg1, arg0);
  return null;
}
function JACKPOT_GACHA_START(arg0, arg1) {
  Engine.Run([27, 0], 3, arg1, arg0);
  return null;
}
function map_apply_noload_groups() {
  Engine.Run([11, 50]);
  return null;
}
function map_camera_get_default_fov() {
  return Engine.Run([11, 7]);
}
function map_change_env(arg0) {
  Engine.Run([11, 10], arg0);
  return null;
}
function map_check_name(arg0) {
  return Engine.Run([11, 16], arg0);
}
function map_effect_set_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 102], arg3, arg2, arg1, arg0);
  return null;
}
function map_effect_set_damage(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 101], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_effect_set_enable(arg0, arg1) {
  Engine.Run([11, 78], arg1, arg0);
  return null;
}
function map_effect_set_flag(arg0, arg1) {
  Engine.Run([11, 105], arg1, arg0);
  return null;
}
function map_entry_jump(arg0) {
  Engine.Run([11, 44], arg0);
  return null;
}
function map_event_box_set_enable(arg0, arg1) {
  Engine.Run([11, 3], arg1, arg0);
  return null;
}
function map_event_box_set_exclude(arg0, arg1) {
  Engine.Run([11, 42], arg1, arg0);
  return null;
}
function map_exec_warp() {
  Engine.Run([11, 92]);
  return null;
}
function map_get_current_place_id() {
  return Engine.Run([11, 9]);
}
function map_get_env_id() {
  return Engine.Run([11, 11]);
}
function map_get_event_box_index(arg0) {
  return Engine.Run([11, 103], arg0);
}
function map_get_frame_count() {
  return Engine.Run([11, 17]);
}
function map_get_frame_duration_time(arg0) {
  return Engine.Run([11, 18], arg0);
}
function map_get_map_place_id() {
  return Engine.Run([11, 8]);
}
function map_group_reset_noload(arg0) {
  Engine.Run([11, 48], arg0);
  return null;
}
function map_group_set_noload(arg0) {
  Engine.Run([11, 49], arg0);
  return null;
}
function map_has_field_battle_area() {
  return Engine.Run([11, 83]);
}
function map_load_mons_table(arg0) {
  Engine.Run([11, 2], arg0);
  return null;
}
function map_load_npc_table(arg0) {
  Engine.Run([11, 1], arg0);
  return null;
}
function map_load_script(arg0) {
  Engine.Run([11, 88], arg0);
  return null;
}
function map_lookpoint_set_shop(arg0, arg1) {
  Engine.Run([11, 51], arg1, arg0);
  return null;
}
function map_mons_arrange() {
  Engine.Run([11, 27]);
  return null;
}
function map_npc_arrange() {
  Engine.Run([11, 26]);
  return null;
}
function map_obj_attach_effect(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12) {
  Engine.Run([11, 75], arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_door_open_if_chr_overlap(arg0, arg1) {
  Engine.Run([11, 111], arg1, arg0);
  return null;
}
function map_obj_get_animeclip_frame_length(arg0, arg1) {
  return Engine.Run([11, 91], arg1, arg0);
}
function map_obj_get_monitor_offscreen_id(arg0, arg1) {
  return Engine.Run([11, 95], arg1, arg0);
}
function map_obj_link_shard_search_lp(arg0, arg1) {
  Engine.Run([11, 87], arg1, arg0);
  return null;
}
function map_obj_play_animeclip(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 21], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_play_effect(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 73], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_register_monitor_chr(arg0, arg1, arg2) {
  Engine.Run([11, 34], arg2, arg1, arg0);
  return null;
}
function map_obj_reset_damage_gimmick(arg0) {
  Engine.Run([11, 97], arg0);
  return null;
}
function map_obj_reset_flag(arg0, arg1) {
  Engine.Run([11, 36], arg1, arg0);
  return null;
}
function map_obj_reset_monitor(arg0, arg1) {
  Engine.Run([11, 33], arg1, arg0);
  return null;
}
function map_obj_reset_movie(arg0, arg1) {
  Engine.Run([11, 47], arg1, arg0);
  return null;
}
function map_obj_set_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 25], arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_animeclip_frame(arg0, arg1, arg2) {
  Engine.Run([11, 85], arg2, arg1, arg0);
  return null;
}
function map_obj_set_animeclip_speed(arg0, arg1, arg2) {
  Engine.Run([11, 93], arg2, arg1, arg0);
  return null;
}
function map_obj_set_damage_gimmick(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 96], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_door_close_distance(arg0, arg1) {
  Engine.Run([11, 108], arg1, arg0);
  return null;
}
function map_obj_set_door_state(arg0, arg1) {
  Engine.Run([11, 67], arg1, arg0);
  return null;
}
function map_obj_set_flag(arg0, arg1) {
  Engine.Run([11, 35], arg1, arg0);
  return null;
}
function map_obj_set_monitor(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 32], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_movie(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 46], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_npc_door_open_distance_to_player(arg0, arg1) {
  Engine.Run([11, 110], arg1, arg0);
  return null;
}
function map_obj_set_pos(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 37], arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_rot(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 38], arg3, arg2, arg1, arg0);
  return null;
}
function map_obj_set_stealth_distance(arg0, arg1, arg2) {
  Engine.Run([11, 109], arg2, arg1, arg0);
  return null;
}
function map_obj_tbox_get(arg0) {
  Engine.Run([11, 45], arg0);
  return null;
}
function map_obj_tbox_set_enable(arg0, arg1) {
  Engine.Run([11, 107], arg1, arg0);
  return null;
}
function map_obj_wait_animeclip(arg0, arg1) {
  Engine.Run([11, 22], arg1, arg0);
  return null;
}
function map_obj_wait_animeclip_frame(arg0, arg1, arg2) {
  Engine.Run([11, 23], arg2, arg1, arg0);
  return null;
}
function map_open_minimap_node(arg0, arg1) {
  Engine.Run([11, 70], arg1, arg0);
  return null;
}
function map_reset_atomosphere_param(arg0, arg1) {
  Engine.Run([11, 62], arg1, arg0);
  return null;
}
function map_reset_cloud_param(arg0, arg1) {
  Engine.Run([11, 64], arg1, arg0);
  return null;
}
function map_reset_fog_param(arg0, arg1) {
  Engine.Run([11, 60], arg1, arg0);
  return null;
}
function map_reset_heat_haze(arg0, arg1) {
  Engine.Run([11, 100], arg1, arg0);
  return null;
}
function map_reset_light_color(arg0, arg1, arg2) {
  Engine.Run([11, 56], arg2, arg1, arg0);
  return null;
}
function map_reset_loop_move() {
  Engine.Run([11, 31]);
  return null;
}
function map_reset_shadow_color(arg0, arg1) {
  Engine.Run([11, 58], arg1, arg0);
  return null;
}
function map_reset_star_count() {
  Engine.Run([11, 66]);
  return null;
}
function map_set_atomosphere_param(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([11, 61], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_break_obj_arts_attr(arg0, arg1) {
  Engine.Run([11, 98], arg1, arg0);
  return null;
}
function map_set_break_obj_broken(arg0) {
  Engine.Run([11, 104], arg0);
  return null;
}
function map_set_cloud_param(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([11, 63], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([11, 14], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_entry_name_disable(arg0, arg1) {
  return Engine.Run([11, 84], arg1, arg0);
}
function map_set_fog_param(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) {
  Engine.Run([11, 59], arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_heal_obj(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 52], arg3, arg2, arg1, arg0);
  return null;
}
function map_set_heat_haze(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([11, 99], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_light_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([11, 55], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_lookpoint_enable(arg0, arg1) {
  Engine.Run([11, 72], arg1, arg0);
  return null;
}
function map_set_minimap_node_enable(arg0, arg1, arg2) {
  Engine.Run([11, 69], arg2, arg1, arg0);
  return null;
}
function map_set_particle_fog_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([11, 54], arg3, arg2, arg1, arg0);
  return null;
}
function map_set_particle_fog_enable(arg0, arg1) {
  Engine.Run([11, 53], arg1, arg0);
  return null;
}
function map_set_place_check_mode(arg0, arg1) {
  Engine.Run([11, 40], arg1, arg0);
  return null;
}
function map_set_shadow_color(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([11, 57], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function map_set_star_count(arg0) {
  Engine.Run([11, 65], arg0);
  return null;
}
function map_set_visible(arg0) {
  Engine.Run([11, 15], arg0);
  return null;
}
function map_set_wind_force(arg0, arg1) {
  Engine.Run([11, 13], arg1, arg0);
  return null;
}
function map_setup_break_object() {
  Engine.Run([11, 89]);
  return null;
}
function map_setup_fishing_spots() {
  Engine.Run([11, 90]);
  return null;
}
function map_start_loop_move(arg0, arg1) {
  Engine.Run([11, 28], arg1, arg0);
  return null;
}
function map_stoken_arrange() {
  Engine.Run([11, 86]);
  return null;
}
function map_stop_loop_move(arg0, arg1) {
  Engine.Run([11, 29], arg1, arg0);
  return null;
}
function map_wait_delay_load(arg0, arg1) {
  Engine.Run([11, 80], arg1, arg0);
  return null;
}
function mapjump_add_spot_by_area(arg0) {
  Engine.Run([22, 3], arg0);
  return null;
}
function mapjump_add_spot_by_region(arg0) {
  Engine.Run([22, 4], arg0);
  return null;
}
function mapjump_open(arg0, arg1) {
  Engine.Run([22, 0], arg1, arg0);
  return null;
}
function mapjump_reset_grayout(arg0) {
  Engine.Run([22, 11], arg0);
  return null;
}
function mapjump_select_map(arg0) {
  Engine.Run([22, 15], arg0);
  return null;
}
function mapjump_set_grayout(arg0) {
  Engine.Run([22, 8], arg0);
  return null;
}
function mapjump_set_grayout_by_area(arg0) {
  Engine.Run([22, 9], arg0);
  return null;
}
function mapjump_set_region(arg0) {
  Engine.Run([22, 1], arg0);
  return null;
}
function math_cos(arg0) {
  return Engine.Run([0, 21], arg0);
}
function math_max(arg0, arg1) {
  return Engine.Run([0, 26], arg1, arg0);
}
function math_min(arg0, arg1) {
  return Engine.Run([0, 25], arg1, arg0);
}
function math_pow(arg0, arg1) {
  return Engine.Run([0, 24], arg1, arg0);
}
function math_sin(arg0) {
  return Engine.Run([0, 20], arg0);
}
function math_sqrt(arg0) {
  return Engine.Run([0, 23], arg0);
}
function menu_additem(arg0, arg1, arg2) {
  Engine.Run([15, 1], arg2, arg1, arg0);
  return null;
}
function menu_close(arg0) {
  Engine.Run([15, 3], arg0);
  return null;
}
function menu_create(arg0, arg1, arg2, arg3) {
  Engine.Run([15, 0], arg3, arg2, arg1, arg0);
  return null;
}
function menu_disable_item(arg0, arg1) {
  Engine.Run([15, 6], arg1, arg0);
  return null;
}
function menu_get_cursor_pos(arg0) {
  return Engine.Run([15, 8], arg0);
}
function menu_is_canceled(arg0) {
  return Engine.Run([15, 5], arg0);
}
function menu_is_desided(arg0) {
  return Engine.Run([15, 10], arg0);
}
function menu_open(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([15, 2], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function menu_set_cursor_pos(arg0, arg1) {
  Engine.Run([15, 7], arg1, arg0);
  return null;
}
function menu_wait(arg0) {
  return Engine.Run([15, 4], arg0);
}
function mes_close_wait(arg0) {
  Engine.Run([5, 9], arg0);
  return null;
}
function mes_coordinate(arg0, arg1, arg2, arg3) {
  Engine.Run([5, 10], arg3, arg2, arg1, arg0);
  return null;
}
function mes_effect_close_wait() {
  Engine.Run([5, 15]);
  return null;
}
function mes_effect_coordinate(arg0, arg1, arg2) {
  Engine.Run([5, 14], arg2, arg1, arg0);
  return null;
}
function mes_message_close(arg0, arg1) {
  Engine.Run([5, 3], arg1, arg0);
  return null;
}
function mes_popup_close_wait(arg0) {
  Engine.Run([5, 2], arg0);
  return null;
}
function mes_popup_pos(arg0, arg1) {
  Engine.Run([5, 4], arg1, arg0);
  return null;
}
function mes_popup_reset_pos() {
  Engine.Run([5, 5]);
  return null;
}
function mes_reset_coordinate() {
  Engine.Run([5, 11]);
  return null;
}
function mes_set_auto(arg0) {
  Engine.Run([5, 16], arg0);
  return null;
}
function mes_set_autooff_disp(arg0) {
  Engine.Run([5, 20], arg0);
  return null;
}
function mes_set_chr_text_color(arg0, arg1) {
  Engine.Run([5, 17], arg1, arg0);
  return null;
}
function mes_set_chr_text_color_rgb(arg0, arg1, arg2, arg3) {
  Engine.Run([5, 18], arg3, arg2, arg1, arg0);
  return null;
}
function mes_subtitle_close_wait(arg0) {
  Engine.Run([5, 7], arg0);
  return null;
}
function minigame_wait() {
  Engine.Run([27, 1]);
  return null;
}
function MobGoggles() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0310_c05Megane", 0.0);
  return null;
}
function MobHelmet() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0362", 0.0);
  return null;
}
function MobHelmetB() {
  Engine.Run([1, 47], 65534, 2, "AniAttachEqu0362_c00", 0.0);
  return null;
}
function MobToolbox() {
  Engine.Run([1, 47], 65534, 3, "", 0.0, 1.0);
  return null;
}
function movie_border(arg0, arg1, arg2, arg3) {
  Engine.Run([8, 3], arg3, arg2, arg1, arg0);
  return null;
}
function movie_play(arg0, arg1, arg2) {
  Engine.Run([8, 0], arg2, arg1, arg0);
  return null;
}
function movie_stop(arg0) {
  Engine.Run([8, 1], arg0);
  return null;
}
function movie_wait(arg0) {
  Engine.Run([8, 2], arg0);
  return null;
}
function ONE_CAMERA_EV() {
  Engine.Run([0, 3], 65535, 241, "system.FC_OneCamEV_CameraSwing");
  return null;
}
function ONE_CAMERA_EV2() {
  Engine.Run([0, 3], 65535, 241, "system.FC_OneCamEV_CameraSwing2");
  return null;
}
function OnTurnBattleCommandBegin() {
  Engine.Run([0, 3], 65534, 1, "MareShow", 0);
  return null;
}
function OnTurnBattleCommandEnd() {
  Engine.Run([0, 3], 65534, 1, "MareHide", 0);
  return null;
}
function pad_vibrate(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([7, 0], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function party_apply_charas(arg0) {
  Engine.Run([12, 6], arg0);
  return null;
}
function party_apply_party_out_gf(arg0) {
  Engine.Run([12, 23], arg0);
  return null;
}
function party_change(arg0) {
  Engine.Run([12, 4], arg0);
  return null;
}
function party_check_flag(arg0, arg1, arg2) {
  return Engine.Run([12, 22], arg2, arg1, arg0);
}
function party_clear(arg0) {
  Engine.Run([12, 0], arg0);
  return null;
}
function party_copy(arg0, arg1) {
  Engine.Run([12, 26], arg1, arg0);
  return null;
}
function party_get_chr_count(arg0) {
  return Engine.Run([12, 8], arg0);
}
function party_get_chr_index(arg0, arg1) {
  return Engine.Run([12, 9], arg1, arg0);
}
function party_get_chrid(arg0, arg1) {
  return Engine.Run([12, 7], arg1, arg0);
}
function party_get_current_index() {
  return Engine.Run([12, 25]);
}
function party_insert(arg0, arg1, arg2, arg3) {
  Engine.Run([12, 13], arg3, arg2, arg1, arg0);
  return null;
}
function party_is_attacker(arg0, arg1) {
  return Engine.Run([12, 10], arg1, arg0);
}
function party_is_join(arg0, arg1) {
  return Engine.Run([12, 5], arg1, arg0);
}
function party_is_leader(arg0, arg1) {
  return Engine.Run([12, 11], arg1, arg0);
}
function party_is_reserve(arg0, arg1) {
  return Engine.Run([12, 20], arg1, arg0);
}
function party_join(arg0, arg1, arg2) {
  Engine.Run([12, 1], arg2, arg1, arg0);
  return null;
}
function party_reset_extra(arg0) {
  Engine.Run([12, 28], arg0);
  return null;
}
function party_reset_max_count(arg0) {
  Engine.Run([12, 15], arg0);
  return null;
}
function party_separate(arg0, arg1) {
  Engine.Run([12, 2], arg1, arg0);
  return null;
}
function party_set_field_party(arg0) {
  Engine.Run([12, 27], arg0);
  return null;
}
function party_set_force_attacker(arg0, arg1, arg2) {
  Engine.Run([12, 16], arg2, arg1, arg0);
  return null;
}
function party_set_leader(arg0, arg1) {
  Engine.Run([12, 3], arg1, arg0);
  return null;
}
function party_set_max_count(arg0, arg1) {
  Engine.Run([12, 14], arg1, arg0);
  return null;
}
function party_set_no_playable(arg0, arg1, arg2) {
  Engine.Run([12, 18], arg2, arg1, arg0);
  return null;
}
function party_set_no_reserve(arg0, arg1, arg2) {
  Engine.Run([12, 19], arg2, arg1, arg0);
  return null;
}
function party_sort(arg0) {
  Engine.Run([12, 24], arg0);
  return null;
}
function portrait_create(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([18, 0], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function portrait_create_layout(arg0, arg1) {
  Engine.Run([18, 9], arg1, arg0);
  return null;
}
function portrait_create_layout_screen_match(arg0, arg1) {
  Engine.Run([18, 15], arg1, arg0);
  return null;
}
function portrait_hide(arg0) {
  Engine.Run([18, 3], arg0);
  return null;
}
function portrait_play_layout_anime(arg0, arg1, arg2) {
  Engine.Run([18, 11], arg2, arg1, arg0);
  return null;
}
function portrait_release(arg0) {
  Engine.Run([18, 1], arg0);
  return null;
}
function portrait_release_layout(arg0) {
  Engine.Run([18, 10], arg0);
  return null;
}
function portrait_set_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([18, 5], arg3, arg2, arg1, arg0);
  return null;
}
function portrait_set_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([18, 4], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function portrait_set_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([18, 7], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function portrait_set_render_layer(arg0, arg1) {
  Engine.Run([18, 13], arg1, arg0);
  return null;
}
function portrait_set_scale(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([18, 8], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function portrait_set_text(arg0, arg1, arg2) {
  Engine.Run([18, 14], arg2, arg1, arg0);
  return null;
}
function portrait_show(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([18, 2], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function portrait_wait_layout_anime(arg0, arg1) {
  Engine.Run([18, 12], arg1, arg0);
  return null;
}
function quest_check_open(arg0, arg1, arg2, arg3) {
  Engine.Run([24, 11], arg3, arg1, arg2, arg0);
  return null;
}
function quest_check_state(arg0, arg1) {
  return Engine.Run([24, 8], arg1, arg0);
}
function quest_check_wait_close() {
  Engine.Run([24, 12]);
  return null;
}
function quest_get_lgc_level(arg0, arg1, arg2) {
  Engine.Run([24, 14], arg2, arg1, arg0);
  return null;
}
function quest_get_lgc_reward(arg0, arg1, arg2, arg3) {
  Engine.Run([24, 16], arg3, arg2, arg1, arg0);
  return null;
}
function quest_get_money(arg0) {
  return Engine.Run([24, 15], arg0);
}
function quest_open_alignment_result(arg0, arg1, arg2, arg3) {
  Engine.Run([24, 13], arg3, arg2, arg1, arg0);
  return null;
}
function quest_report_wait_close() {
  return Engine.Run([24, 10]);
}
function quest_reset_flag(arg0, arg1) {
  Engine.Run([24, 1], arg1, arg0);
  return null;
}
function quest_reset_state(arg0, arg1) {
  Engine.Run([24, 3], arg1, arg0);
  return null;
}
function quest_set_add_sp(arg0, arg1) {
  Engine.Run([24, 5], arg1, arg0);
  return null;
}
function quest_set_flag(arg0, arg1) {
  Engine.Run([24, 0], arg1, arg0);
  return null;
}
function quest_set_state(arg0, arg1) {
  Engine.Run([24, 2], arg1, arg0);
  return null;
}
function rand(arg0, arg1) {
  return Engine.Run([0, 19], arg1, arg0);
}
function reset_end_hook_function() {
  Engine.Run([0, 15]);
  return null;
}
function reset_flag(arg0) {
  Engine.Run([0, 2], arg0);
  return null;
}
function reset_flag_range(arg0, arg1) {
  Engine.Run([0, 9], arg1, arg0);
  return null;
}
function savedata_auto_save() {
  Engine.Run([17, 2]);
  return null;
}
function savedata_capture_thumbnail() {
  Engine.Run([17, 4]);
  return null;
}
function savedata_chapter_save_menu(arg0, arg1) {
  return Engine.Run([17, 6], arg1, arg0);
}
function savedata_inter_save_menu(arg0) {
  Engine.Run([17, 5], arg0);
  return null;
}
function savedata_open_menu(arg0) {
  Engine.Run([17, 3], arg0);
  return null;
}
function screen_blur_attach_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14) {
  Engine.Run([19, 3], arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_blur_end(arg0, arg1) {
  Engine.Run([19, 4], arg1, arg0);
  return null;
}
function screen_blur_set_camera(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  Engine.Run([19, 1], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_blur_set_default(arg0, arg1) {
  Engine.Run([19, 0], arg1, arg0);
  return null;
}
function screen_blur_set_line(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11) {
  Engine.Run([19, 31], arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_blur_set_radial(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14) {
  Engine.Run([19, 2], arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_color_correct_set_intensity(arg0, arg1) {
  Engine.Run([19, 11], arg1, arg0);
  return null;
}
function screen_dof_set_blur_level(arg0, arg1, arg2) {
  Engine.Run([19, 6], arg2, arg1, arg0);
  return null;
}
function screen_dof_set_enable(arg0) {
  Engine.Run([19, 5], arg0);
  return null;
}
function screen_dof_set_far_fade_exp(arg0, arg1, arg2) {
  Engine.Run([19, 24], arg2, arg1, arg0);
  return null;
}
function screen_dof_set_focus_camera_look(arg0, arg1) {
  Engine.Run([19, 7], arg1, arg0);
  return null;
}
function screen_dof_set_focus_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([19, 8], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_dof_set_focus_pos(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([19, 9], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_dof_set_focus_range(arg0, arg1, arg2, arg3) {
  Engine.Run([19, 10], arg3, arg2, arg1, arg0);
  return null;
}
function screen_dof_set_near_fade_exp(arg0, arg1, arg2) {
  Engine.Run([19, 23], arg2, arg1, arg0);
  return null;
}
function screen_line_blur_attach_chr(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([19, 32], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_map_mask_set_color(arg0, arg1, arg2) {
  Engine.Run([19, 17], arg2, arg1, arg0);
  return null;
}
function screen_map_mask_set_intensity(arg0, arg1, arg2) {
  Engine.Run([19, 16], arg2, arg1, arg0);
  return null;
}
function screen_monotone_set_add_color(arg0, arg1, arg2) {
  Engine.Run([19, 14], arg2, arg1, arg0);
  return null;
}
function screen_monotone_set_intensity(arg0, arg1, arg2) {
  Engine.Run([19, 12], arg2, arg1, arg0);
  return null;
}
function screen_monotone_set_mul_color(arg0, arg1, arg2) {
  Engine.Run([19, 13], arg2, arg1, arg0);
  return null;
}
function screen_negaposi_set_intensity(arg0, arg1, arg2) {
  Engine.Run([19, 15], arg2, arg1, arg0);
  return null;
}
function screen_pause_filter_off(arg0) {
  Engine.Run([19, 19], arg0);
  return null;
}
function screen_pause_filter_on(arg0) {
  Engine.Run([19, 18], arg0);
  return null;
}
function screen_pause_filter_wait() {
  Engine.Run([19, 20]);
  return null;
}
function screen_set_bokeh_radius(arg0, arg1, arg2) {
  Engine.Run([19, 26], arg2, arg1, arg0);
  return null;
}
function screen_transition_ar(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15, arg16, arg17, arg18, arg19, arg20, arg21) {
  Engine.Run([19, 27], arg21, arg20, arg19, arg18, arg17, arg16, arg15, arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_zoc_filter_set_intensity(arg0, arg1, arg2) {
  Engine.Run([19, 29], arg2, arg1, arg0);
  return null;
}
function screen_zoc_filter_set_param(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15, arg16, arg17, arg18, arg19, arg20, arg21, arg22) {
  Engine.Run([19, 28], arg22, arg21, arg20, arg19, arg18, arg17, arg16, arg15, arg14, arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function screen_zoc_filter_set_radius_ratio(arg0, arg1, arg2) {
  Engine.Run([19, 30], arg2, arg1, arg0);
  return null;
}
function set_end_hook_function(arg0) {
  Engine.Run([0, 14], arg0);
  return null;
}
function set_flag(arg0) {
  Engine.Run([0, 1], arg0);
  return null;
}
function set_flag_range(arg0, arg1) {
  Engine.Run([0, 8], arg1, arg0);
  return null;
}
function set_game_speed(arg0, arg1, arg2, arg3) {
  Engine.Run([0, 18], arg3, arg2, arg1, arg0);
  return null;
}
function set_global_work(arg0, arg1) {
  Engine.Run([0, 13], arg1, arg0);
  return null;
}
function Setup() {
  Engine.Run([1, 47], 510, 3, "SetGhost", -1, 0);
  return null;
}
function shop_add_bargain_reset_num(arg0) {
  return Engine.Run([26, 9], arg0);
}
function shop_apply_camera(arg0, arg1) {
  Engine.Run([26, 4], arg1, arg0);
  return null;
}
function shop_change_voice(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([26, 5], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function shop_close() {
  Engine.Run([26, 2]);
  return null;
}
function shop_execute(arg0, arg1, arg2) {
  Engine.Run([26, 0], arg2, arg1, arg0);
  return null;
}
function shop_get_flag(arg0) {
  return Engine.Run([26, 6], arg0);
}
function shop_open() {
  Engine.Run([26, 1]);
  return null;
}
function shop_reset_bargain_item() {
  return Engine.Run([26, 8]);
}
function shop_set_bargain_reset_num(arg0) {
  return Engine.Run([26, 7], arg0);
}
function shop_set_price_rate(arg0) {
  return Engine.Run([26, 10], arg0);
}
function shop_wait_close() {
  return Engine.Run([26, 3]);
}
function show_now_loading() {
  Engine.Run([0, 33]);
  return null;
}
function sound_is_play_bgm(arg0, arg1) {
  return Engine.Run([6, 43], arg1, arg0);
}
function sound_is_play_voice(arg0, arg1) {
  return Engine.Run([6, 44], arg1, arg0);
}
function sound_mute_compressor(arg0) {
  Engine.Run([6, 13], arg0);
  return null;
}
function sound_mute_filter(arg0, arg1, arg2) {
  Engine.Run([6, 6], arg2, arg1, arg0);
  return null;
}
function sound_play_battle_bgmset(arg0, arg1, arg2, arg3) {
  Engine.Run([6, 42], arg3, arg2, arg1, arg0);
  return null;
}
function sound_play_bgm(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([6, 29], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function SOUND_PLAY_BGM(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([0, 3], 65535, arg0, "sound.PlayBGM", arg6, arg5, arg4, arg3, arg2, arg1);
  return null;
}
function sound_play_bgm_table(arg0) {
  Engine.Run([6, 40], arg0);
  return null;
}
function sound_play_se(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) {
  Engine.Run([6, 16], arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function sound_play_se_map_obj(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([6, 27], arg13, arg12, arg11, arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function sound_play_se3D(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13) {
  Engine.Run([6, 18], arg13, arg12, arg5, arg4, arg3, arg7, arg6, arg11, arg10, arg9, arg8, arg2, arg1, arg0);
  return null;
}
function sound_play_voice(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([6, 32], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function sound_play_voice3D(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) {
  Engine.Run([6, 33], arg10, arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function sound_set_env_se_actor_enable(arg0, arg1) {
  Engine.Run([6, 38], arg1, arg0);
  return null;
}
function sound_set_filter(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([6, 5], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function sound_set_reverb_preset(arg0, arg1) {
  Engine.Run([6, 8], arg1, arg0);
  return null;
}
function sound_set_se_pitch(arg0, arg1, arg2, arg3) {
  Engine.Run([6, 24], arg3, arg2, arg1, arg0);
  return null;
}
function sound_set_se_volume(arg0, arg1, arg2) {
  Engine.Run([6, 22], arg2, arg1, arg0);
  return null;
}
function sound_set_voice_output_volume(arg0, arg1, arg2, arg3) {
  Engine.Run([6, 15], arg3, arg2, arg1, arg0);
  return null;
}
function sound_set_voice_volume(arg0, arg1, arg2) {
  Engine.Run([6, 14], arg2, arg1, arg0);
  return null;
}
function sound_stop_bgm(arg0, arg1) {
  Engine.Run([6, 30], arg1, arg0);
  return null;
}
function sound_stop_se(arg0, arg1) {
  Engine.Run([6, 20], arg1, arg0);
  return null;
}
function sound_stop_se_target(arg0, arg1, arg2) {
  Engine.Run([6, 21], arg2, arg1, arg0);
  return null;
}
function sound_stop_voice(arg0) {
  Engine.Run([6, 36], arg0);
  return null;
}
function sound_wait_stop_bgm(arg0) {
  Engine.Run([6, 31], arg0);
  return null;
}
function sound_wait_voice(arg0, arg1) {
  Engine.Run([6, 37], arg1, arg0);
  return null;
}
function start_timer() {
  Engine.Run([0, 28]);
  return null;
}
function stop_timer() {
  Engine.Run([0, 29]);
  return null;
}
function talk_entry(arg0, arg1, arg2) {
  Engine.Run([3, 31], arg2, arg1, arg0);
  return null;
}
function terminate(arg0, arg1) {
  Engine.Run([0, 4], arg1, arg0);
  return null;
}
function topic_get(arg0, arg1) {
  Engine.Run([21, 0], arg1, arg0);
  return null;
}
function topic_use(arg0) {
  return Engine.Run([21, 1], arg0);
}
function trophy_unlock(arg0) {
  Engine.Run([9, 0], arg0);
  return null;
}
function ui_boss_name_visual(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 9], arg3, arg2, arg1, arg0);
  return null;
}
function ui_chapter_name_visual(arg0, arg1, arg2) {
  Engine.Run([23, 10], arg2, arg1, arg0);
  return null;
}
function ui_chr_name_visual(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([23, 0], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_close_cinema_frame() {
  Engine.Run([23, 8]);
  return null;
}
function ui_close_cutin(arg0, arg1) {
  Engine.Run([23, 18], arg1, arg0);
  return null;
}
function ui_close_help() {
  Engine.Run([23, 23]);
  return null;
}
function ui_close_time_limit() {
  Engine.Run([23, 36]);
  return null;
}
function ui_close_wait_calender() {
  Engine.Run([23, 6]);
  return null;
}
function ui_create_cutin(arg0, arg1, arg2) {
  Engine.Run([23, 13], arg2, arg1, arg0);
  return null;
}
function ui_create_time_rewind() {
  Engine.Run([23, 40]);
  return null;
}
function ui_cutin_add_chr(arg0, arg1) {
  Engine.Run([23, 15], arg1, arg0);
  return null;
}
function ui_cutin_play_movie(arg0, arg1) {
  Engine.Run([23, 20], arg1, arg0);
  return null;
}
function ui_get_time_rewind_effecttime() {
  return Engine.Run([23, 47]);
}
function ui_help_unlock(arg0, arg1) {
  Engine.Run([23, 48], arg1, arg0);
  return null;
}
function ui_hide_timely_words_sign() {
  Engine.Run([23, 51], 0);
  return null;
}
function ui_is_help_unlock(arg0) {
  return Engine.Run([23, 39], arg0);
}
function ui_is_opened_cutin(arg0) {
  return Engine.Run([23, 24], arg0);
}
function ui_is_time_limit_end() {
  return Engine.Run([23, 34]);
}
function ui_map_name_visual(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 2], arg3, arg2, arg1, arg0);
  return null;
}
function ui_move_cutin(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([23, 19], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_name_visual_wait(arg0) {
  Engine.Run([23, 1], arg0);
  return null;
}
function ui_open_alignment_select(arg0, arg1) {
  return Engine.Run([23, 3], arg1, arg0);
}
function ui_open_btl_link_support_cutin(arg0, arg1, arg2) {
  Engine.Run([23, 21], arg2, arg1, arg0);
  return null;
}
function ui_open_calender(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) {
  return Engine.Run([23, 5], arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
}
function ui_open_chapter_select(arg0, arg1) {
  return Engine.Run([23, 30], arg1, arg0);
}
function ui_open_cinema_frame() {
  return Engine.Run([23, 7]);
}
function ui_open_collective_genesis(arg0) {
  return Engine.Run([23, 31], arg0);
}
function ui_open_cutin(arg0, arg1) {
  Engine.Run([23, 17], arg1, arg0);
  return null;
}
function ui_open_phone_cutin(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([23, 12], arg5, arg4, arg0, arg3, arg2, arg1);
  return null;
}
function ui_open_reminiscence(arg0, arg1) {
  return Engine.Run([23, 52], arg1, arg0);
}
function ui_open_time_limit() {
  Engine.Run([23, 32]);
  return null;
}
function ui_open_time_rewind(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {
  Engine.Run([23, 45], arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_rotate_cutin(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 29], arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_alignment_select_item(arg0, arg1) {
  Engine.Run([23, 4], arg1, arg0);
  return null;
}
function ui_set_cutin_alpha(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 28], arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_cutin_back_color(arg0, arg1, arg2, arg3, arg4) {
  Engine.Run([23, 25], arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_cutin_camera(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) {
  Engine.Run([23, 16], arg9, arg8, arg7, arg6, arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_cutin_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([23, 27], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_cutin_render_layer(arg0, arg1) {
  Engine.Run([23, 38], arg1, arg0);
  return null;
}
function ui_set_cutin_vertex(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([23, 14], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_cutin_vertex_color(arg0, arg1, arg2, arg3, arg4, arg5) {
  Engine.Run([23, 26], arg5, arg4, arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_time_rewind_color(arg0, arg1, arg2) {
  Engine.Run([23, 43], arg2, arg1, arg0);
  return null;
}
function ui_set_time_rewind_dir(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 41], arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_time_rewind_specular(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 44], arg3, arg2, arg1, arg0);
  return null;
}
function ui_set_time_rewind_time(arg0, arg1) {
  return Engine.Run([23, 42], arg1, arg0);
}
function ui_show_help(arg0, arg1, arg2) {
  Engine.Run([23, 22], arg2, arg1, arg0);
  return null;
}
function ui_show_realtime_help(arg0) {
  Engine.Run([23, 49], arg0);
  return null;
}
function ui_show_timely_words_sign() {
  Engine.Run([23, 51], 1);
  return null;
}
function ui_start_time_limit(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 33], arg3, arg2, arg1, arg0);
  return null;
}
function ui_stop_time_limit() {
  Engine.Run([23, 35]);
  return null;
}
function ui_wait_button(arg0, arg1, arg2, arg3) {
  Engine.Run([23, 11], arg3, arg2, arg1, arg0);
  return null;
}
function ui_wait_reminiscence() {
  Engine.Run([23, 53]);
  return null;
}
function UmbrellaMove(arg0) {
  npc_setting.AniUmbrellaWait14();
  Engine.Run([1, 47], 65534, 2, "AniEv44010w", 0.0);
  npc_setting.npc_free_move(arg0);
  return null;
}
function wait(arg0) {
  Engine.Run([0, 6], arg0);
  return null;
}
function wait_f(arg0) {
  Engine.Run([0, 7], arg0);
  return null;
}
function wait_i(arg0) {
  Engine.Run([0, 27], arg0);
  return null;
}
function wait_prompt() {
  Engine.Run([5, 1]);
  return null;
}
function wait_terminate(arg0, arg1) {
  Engine.Run([0, 5], arg1, arg0);
  return null;
}
function wait_timer(arg0) {
  Engine.Run([0, 30], arg0);
  return null;
}
